øAslickproductions.org/forum/index.php?PHPSESSID=7i1rp8osvdppkg7is5pobbct26&action=profile;area=showposts;u=25e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index03f7.htmlslickproductions.org/forum/index.php?action=profile;u=25e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index03f7.html.zx;›h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>¡äOKtext/htmlISO-8859-1gzip8:Ö¡äÿÿÿÿÿÿÿÿWed, 11 Mar 2020 08:19:32 GMT0ó°° ®0®P®€§²ð®:›h^ÿÿÿÿÿÿÿÿ#¡ä Show Posts - assassin

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Messages - assassin

1
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: April 20, 2018, 07:38:44 AM »
thanks both for the replies.

x0_000: based on your post, i investigated Cover.  the function at C2/964D handles it, and seems to reroute the target there.  i see no $63 references in the function, and it seems unlikely that Cover would need to use the variable later.

Squall: based on your post, i tried to investigate Reflection, but there's jack squat documented in the Bank C2 disassembly.  so having no clue how it's implemented, i'm also less likely to rule it out as a $63 candidate.

2
i was trying to be thorough by showing how to convert instructions in that Elemental Absorption case...  but given your rebalancing goals, do you even *want* the target to have their absorption lowered?  on the one hand, it's more symmetrical with your other changes.  but on the other, if your overall thrust here is to hobble the attacker's success relative to the target, then maybe skip my changes.

3
Quote
In the Magic Sword Level 1 and Level 3 blocks: 64 54

"STZ $54" means Store Zero to variable $54.

Quote
In the Magic Sword Level 2 block: 85 54

"STA $54" saves the A (Accumulator) register in variable $54.  A currently holds 0 because of the "TDC" right before it.  that instruction transfers the Direct Page register to 16-bit A, and said register *usually* (but not always) holds 0, making TDC a quick and small way to zero A.

Quote
In the command modification subroutine: 86 54

"STX $54" saves the X register in variable $54.  right before that, we zeroed A, and then copied A into X with the "TAX".

-----------

learn about 65816 assembly language with TheGun's handy tutorial:
http://assassin17.brinkster.net/thegun.htm

---------

Code: [Select]
C2/86C0: 64 54        STZ $54      (Defense = 0)
C2/86C2: 64 55        STZ $55

in most areas you're editing, the CPU is in 16-bit mode.  but here, it's in 8-bit mode, so we need to alter the two halves of $54 separately.  do this:
LSR $55  (46 55)
ROR $54  (66 54)

4
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: April 09, 2018, 03:55:09 AM »
^ joey scarbury does not like being called defective.

6
Final Fantasy V Research & Development / Re: FFV Damage Calculator
« on: April 03, 2018, 08:58:42 PM »
(another edition of my annual Ask About Variable $63)

does anybody know of abilities, script commands, or any circumstances that can cause an attack's damage to be redirected to the attacker?

i ask because i think that's what this variable involves, based on the following understanding of the $7Bnn variables:

Code: [Select]
$7B69 = HP or MP damage and/or healing, working copy

-----

$7B6B = attacker HP damage
$7B6D = target HP damage

$7B6F = attacker HP healing
$7B71 = target HP healing

-----

$7B73 = attacker MP healing
$7B75 = target MP healing

$7B77 = attacker MP damage
$7B79 = target MP damage

(gar, those were already covered at: http://erick.guillen.com.mx/Codes/SNES%20Final%20Fantasy%20V.txt)

also, i believe target elemental absorption (Variable $62) will preempt this.

however, knowing jack squat about the game in general, nothing's jumping out at me as a candidate for setting Variable $63 when i scroll through the Algorithms FAQ.  but it might be obvious to somebody who knows something about FF5.

7
well, it's based on V-Jump magazine talking to the creators in 1995.  but whether they were conveying actual intent, or coming up with a silly explanation after the fact for their mistake, i do not know.  the latter does seem more likely.

8
Quote
my newer interpretation is that Vanished, Imp-immune targets will have those Specials miss -- but Clear status will get removed.

verified.  so the latter is another reason to gut their Imp checks once you can port Imp Skimp.  (or maybe even before, since them hosing Sour Mouth, Rippler, etc. is more consequential than some silly graphical bug.)

9
just tested, and that fortunately does not happen.  so i must've misread.  my newer interpretation is that Vanished, Imp-immune targets will have those Specials miss -- but Clear status will get removed.  of course, i will need to verify this in-game.

10
1) yeah, that's why it's my suspicion that a proper Vanish+Imp/etc fix (e.g. ported Imp Skimp) will let you drop the GBA Imp additions.  doesn't seem like it'd be fun to port, but hey. :P

2) thank you; very readable!

if i'm following right, does this mean Imp-granting physical Specials (Monster # 14, 60, 65, 180, 198, 201, 205, 220) will now remove Vanish from Imp-susceptible targets and be able to hit them?

11
After a little more scrutiny, my best guess as to its real purpose is that it's meant to fix the "Rippler hits even when it misses" bug, because the special data byte that Terii Senshi's patch changes to fix that bug is not changed in the GBA version from the original SNES version.

guess that could be.. but why would they check just Imp as opposed to all of the statuses present in Rippler's data?

Quote
re assassin: Yes, there is an Imp check in the same vicinity as an Instant Death Protection check. The one that actually causes this problem, though, is right after the "Dead XOR Undead" check. I don't know if the former even does anything at all because I don't know any spells that pay attention to IDP and Imp status at the same time (except I think there might be one that inflicts Countdown status, but who actually cares?).

a second Imp check?  huh.

re your parenthetical note: as in Evil Toot/Diabolic Whistle and Mind Blast?  those don't have the "Miss if Instant Death protected" flag, so any IDP won't come into play until Countdown's expiration.  or in the off chance you were addressing this comment:

Quote
1) unlike insta-kill spells, which focus on one thing, Imp can be inflicted concurrently with other statuses

i guess Overcast/Cloudy Heaven would be an example of an IDP-heeding spell that inflicts another status.  but because it gets to that Zombie destination by way of Death (in turn by way of Countdown), having IDP thwart the whole thing isn't incongruous like Imp-immunity thwarting Sour Mouth/Bad Breath's Blind/Dark.

-------------

any way you could post pseudocode of the relevant block(s)?  i sadly don't speak GBAese, let alone the ported game dialect of it, where 70% of instructions are nonsensical misdirects.  it'd make my head explode.

but maybe if sufficiently dumbed down, i could take a stab at what needs to be culled.

Quote
I don't know if the former even does anything at all because I don't know any spells that pay attention to IDP and Imp status at the same time

perhaps the first Imp check is to stop Vanish status from guaranteeing a hit for magical attacks and skipping over the second check?

12
bug has been known for a long time..  but i take it you found the actual code responsible?  as in you're standing close enough to slit its throat and throw it off a building?  hypothetically speaking; i cannot endorse violence in any form. ;)

anyway, the foremost theory is that it's there to fix one or more Vanish/Imp bugs.  because SNES monster sprite changes are tied to the spells hitting as opposed to the entity's actual Imp status presence/absence, well then by golly, we'll just make the spells miss!  *contentedly brushes hands together*

also, my theory has been that this check is probably near the Instant Death protection one (or perhaps the remake's changes as it relates to Vanish+Instant Death).  because the remake team was too stupid to realize that:
1) unlike insta-kill spells, which focus on one thing, Imp can be inflicted concurrently with other statuses.
2) the Instant Death protection has no choice but to make a spell miss, because you can't be immune to Death/Wound status without becoming bloody immortal.  however, every other status (e.g. Imp) has no such limitation, so mimicking the ID logic for them is unnecessary and problematic.

13
Game Modification Station / Re: New Tool: Visual SAK
« on: February 25, 2018, 06:33:45 PM »
i dunno how many types of compression are in use.  the only LZSS function i'm familiar with is C2/FF6D (but there are reportedly others):
http://assassin17.brinkster.net/code2i.txt
http://www.romhacking.net/utilities/1176/

something that came up in my search for the latter link was "Peer Sprite Viewer":
http://geigercount.net/crypt/index.html

14
General Discussion / Re: RHDN Currently Down
« on: November 24, 2017, 09:42:45 AM »
it stands for "Squall Needs to Learn to Use a Search Engine". :P

15
Game Modification Station / Re: New patch: Color Wheel tweak
« on: October 15, 2017, 08:14:21 PM »
haha.. i had so much confidence in that post, i deleted it. :/  see, i missed your insight regarding C2/3079 thru C2/307C, whereby you turned the code into less of a stackgy (come on, square).  while i was suspicious of what you were loading at C2/30B2, it was probably for the wrong reasons.  all's well that ends well, though. :childish: